#version 420
//#version 330
//#version 130

//in vec3 color;
in vec2 texture;
in vec3 normal;

out vec4 frag_colour;


layout (binding = 0) uniform sampler2D basic_texture;


void main ()
{
	//frag_colour = vec4 (0.0, 0.4, 0.0, 1.0);
	//frag_colour = vec4 (color, 1.0);
	
	float luz_incidente = dot( normal, vec3(5));
	if(luz_incidente<0)
		luz_incidente=0;
// 	float luz_incidente2 = dot( normal,vec3(-0.3));
// 	if(luz_incidente2<0)
// 		luz_incidente2=0;
	frag_colour = texture2D(basic_texture, texture) * (luz_incidente/4);
	frag_colour.a = 1.00;
}